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Everything posted by Carver
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I'm eager for the era of people buying out the coffee machines for pocket stuns.
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I stand by this.
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There's no reason it shouldn't count as armour in any iteration. That'd be equivalent to having 'aesthetic chainmail' or 'aesthetic bulletproof vests'. Just throw this 'loadout items can't have armour values' shit out the fucking window honestly and start giving coats and similar things varying and realistic values.
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Shouldn't the tones match the pants?
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As said before, mechs. This is unironically just the Ripley/powerloader.
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+1 it's just Medical's permabrig.
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An alternate proposal could be a speed buff for them in the vacuum.
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Isn't the point of them not dealing with life in weird gravity but dealing with it in no gravity.
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Beepsky actually being useful? I love the idea, +1.
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As an old Detective main, I would not be against seeing the return of the dominance of Detectives. Get those frilly noguns CSI/FT shits outta my workplace.
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I'm down for more mechanical differences between species. +1
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Generally, where an AI shines in antagonistic assistance is when it's been subverted. A malf AI cannot be controlled and is thus an incredibly unreliable element when it comes to an ally, compounded with that multi-antag role modes are the roundtype equivalent of 'Freddy vs Jason/Alien vs Predator/insert your favourite corny monster v monster movie'. As for malf and antag AI on it's own, I've made my piece elsewhere on the subject. AIs at their core are mechanically designed to relentlessly halt and harry their opposition, no matter their status as an antag or otherwise; leading to very slow, predictable and otherwise stagnant stalemates in conflict. Little more than a tool, fitting to their lore.
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Perhaps this could call for some addition to the clerical tools of antagonists, investing small amounts of TCs so as to be able to forge documents in their non-native languages.
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I'm not sure how malf would even fare in those modes, truthfully. Wizards and Ninjas can both effortlessly kill the malf in about under 60 seconds of deciding they want it dead. Perhaps it may do better in other modes, I suppose.
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Remove the need for wizards to have wizard robes for casting spells
Carver replied to Scheveningen's topic in Archive
How so? You're spending a resource to mitigate a critical weakness, it's no different than spending to reduce/remove a weakness in other roles. I'd rather not see a buff causing the role to become a ubiquitous yakkety-sax even more than it already can be, potentially making it quite hated in the process. The only suggestion I'd make to change/buff wizards would be porting Technomancers from Polaris, who can at least lock their source of power (battery backpack) on. In a similar vein, if you want to make wizard robes (not the gem voidsuit) take longer to remove, then that'd be a far cleaner buff that would still allow for capture but would require downing them for a length of time first. -
Remove the need for wizards to have wizard robes for casting spells
Carver replied to Scheveningen's topic in Archive
Isn't there an option to spend wizard-crystals or whatever the spellbook currency is to remove said clothing requirement? It's only an issue for those unwilling to invest resources. -
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Going to go with a hard no on this one because it will just be used to make people kill themselves. Why not take the Elder Scrolls approach of Mark/Recall spells? Casting mark 'saves' a location, and casting recall teleports you back to said location. Obviously unable to mark on the centcomm z-level, or any area where that device that disrupts teleportation is present. Interesting. I had thought there was a force wall spell, but I suppose that spell was never too effective since the mappers here are fond of double/triple doors in entrances. I had thought Destroy Technology sometimes triggered bolts but perhaps I'm mistaken. Two major conditions; your sprite should never be able to be hidden behind something, and there should be some form of timer on the spell for it to run out after which the spell's cooldown starts. A considerably annoying tactic for antagonists in the past was disguising as a cigarette butt and hiding behind a chair facing north, where it was entirely impossible to find them unless you were a ghost. Remove the catching (If it can be caught, it's useless versus anyone who sets up a macro to do so) and sure. A magical bolt sounds useful, might be very strong if it sets things on fire but if it's not absurdly spammable then that's not a problem. I don't get this one, is it a variation on the force wall? I've seen ice spells elsewhere, they're ok. Now I might be a tad retarded here, but I'm entirely certain this exact spell already exists - exactly how you described it, sans the being hit by lasers.
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BRAINOS' sprites are better but both of them look like laser guns out of DBZ or something. If we're going to keep the Star Trek reference, at least represent it correctly as something like either of these two:
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Renegade has always been one of my favourite roles; it's that 'push over the edge' that allows you to act more freely without the demanding nature of being expected to perform some grand opera like traitors and other roles are. Isn't this frowned upon? I would expect to have complaints and ahelps if I were to make my direct goal the hunting of antagonists as an antagonist, particularly a traitor.
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I don't understand the assumption that everyone uses hotkey toggle. The shift change is worthless to those who don't, and clunky to those who do by presenting an obstacle to macros; in exchange for a mechanic suited to FPS kiddies who never understood that toggles have always been objectively superior to hold-downs; something which can already be done via macro, per the above post. As for the PR directly, we have no athletics skill. That entire portion of it would be useless. Food already indirectly increases stamina recovery by preventing you from getting hungry due to stamina regeneration consuming nutrition. Laying down to regenerate it faster wouldn't be that useful and would be rather gamey - considering the nutrition system already keeps it at a steady pace of regeneration - as you'd have everyone resting on the floor after a chase. A sprint toggle would be interesting but it should be noted that the current run system is intended to represent sprinting, concerning how quickly it consumes stamina for both humans and particularly non-humans like Unathi.
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Make a new thread instead of bumping something two years old.
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Why? Excess clothing is for the case of departmental reassignment, and for people who choose to spawn without the uniform and then change into said uniform in the locker room. The commissar outfit was also the best-looking of the Warden outfits, bar none; and there's no reason to remove extra Detective apparel.
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Much as I tend to like alt titles, they should usually imply some form of mechanical difference. Sanitation Technician is just a fancier sounding Janitor and thus doesn't really offer anything. I wouldn't mind seeing it replace Janitor as a job name, but that's about it.
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You missed the hidden pre-'16 Bay merge meta of 'aim for the hands with the Detective's revolver for guaranteed hand-breaks in about a shot each', a personal favourite of mine (tho generally too cheesy for my taste, unless it was against a wizard or something else terrible).